When modeling the base mesh in a standard 3D program, keep them as separate objects. Then select all the separate objects and "export selected" to an .obj and import them into ZBrush. Then once in ZBrush under the SubTools palette click "Groups Split". In the SubTools palette you'll see they're all now separated, and you…
Problem Solved : There's a script called "Aspect Ratio Fitter" already available in Unity doing so. - Select your background element - add a component to it, search for "aspect ratio fitter" (script). - Select the way you want it to fit amongst : width controls height, height controls width, fit in parent or enveloppe…
yea I agree, in addition to the assets, some grid snapped setups of various sizes would be super useful to level designers and save a TON of time in constructing environments. Pre-fabs save sooooo much time its crazy. just selecting one prefab vs having to select 30 objects to move a chunk of the world can save 100s of man…
I may not be of any help because i don't own Maya 2016, but the first thing i would do is update my videocard drivers to optimum. Next thing would be to resave the file your working on in Maya 2016 and reload it. The last image looks like bad geo from a bad import, check if you can select this wad on a vertex level and…
This sounded similar to a script I already had so I took a shot at it. This seems to work with cursory testing ... It assumes you have a single object selected: selObj = selection[1]idx = 1for m in selObj.modifiers do( if( classOf( m ) == Edit_Poly ) do ( maxOps.CollapseNodeTo $ idx off exit ) idx += 1) I am a super newbie…
Bake after the cloning and welding step. After finalizing your low-poly mesh, use the Select Inverted Faces command in Unwrap, then Detach Edge Verts, then move the selected faces 1 unit outside the UV square. Then bake the normal map. After this, use a viewport shader that uses the tangent basis properly. The cloning and…
I don't have video capture software available so here's some step by step screenshots: 1. Current project view containing one material 2. Colour ID view and select a new colour ID to add a material to (c + shift + left click) 3. Browse and a select a new material 3. Albedo view with new material added 4. Gloss view - no…
Hahahaha... yea hide selection shouldn't create visgroups, totally stupid, especially when it removes the object from previous groups. I like visgroups but it should be independant from show/hide objects. Just hide the object don't create a new group and hide that new group... grrr... hahaha. On a side note I do like how…
Cool it means both can be combined! Will try right now edit - okay just tried! It works well for on-the-fly selection of indidvidual verts, edges and faces. Only downside is, you need to actually click the element you want to select, release LMB, and then drag and drop to get it to move. I thought it was broken at first…
i too have now played around with it and it looks to really extend the max modeling capabilites. if the editing tools come around as well as being able to select edges and polies i will most definatly get this. the ablity to work with dense models smoothed in realtime ON the actual surface and not a proxy mesh is a…